Which class to pick
The seven lineages compared with no favoritism: difficulty, cost, party dependency and what each one does best.
Updated on August 10, 2026There are seven lineages, and all of them reach the endgame. The choice is not about which one is strongest, it is about how much work you are willing to put in along the way and whether you play alone or with company. This comparison uses the numbers the server actually applies.
The summary in one table
| Lineage | Damage comes from | Points per level | Difficulty at the start | Needs a party |
|---|---|---|---|---|
| Dark Knight | Strength | 5 | Low | No |
| Dark Wizard | Energy | 5 | Medium | No |
| Fairy Elf | Agility | 5 | High | Helps a lot |
| Summoner | Energy | 5 | Medium | No |
| Magic Gladiator | Strength or energy | 7 | Low | No |
| Dark Lord | Strength and command | 7 | Medium | Helps a lot |
| Rage Fighter | Vitality | 7 | Low | No |
That points per level column is the most concrete difference in the table: from level 1 to 400 that is 1,995 points for whoever gets 5 per level and 2,793 for whoever gets 7. Almost eight hundred points of advantage for Magic Gladiator, Dark Lord and Rage Fighter.
Every class gains 2 health per vitality point, except the Dark Knight, who gains 3. Add that to the per level gain above and the Dark Knight is the beefiest character in the game by design, while the wizard is the most fragile.
The hidden cost: points spent only to equip
Here is the difference almost nobody tells a beginner about. On some classes, the stat the gear demands is the same one that gives damage, so nothing is wasted. On others, you have to spend points on strength just to be able to wear the piece, and those points turn into nothing.
- Dark Knight: strength is the weapon requirement and it is the damage.
- Magic Gladiator: strength is the requirement and it is the sword damage.
- Dark Lord: strength is the requirement and it is the damage.
- Fairy Elf with a bow: agility is the bow requirement and it is the damage.
- Dark Wizard: strength is only there to meet item requirements. No damage comes from it.
- Summoner: same thing, strength is pure requirement.
- Rage Fighter: strength barely scales the damage, even though the claws demand it.
- On every class, vitality only gives health and shield. The exception is the Rage Fighter, where it is the damage.
Lineage by lineage
Dark Knight
The classic melee and the easiest pick for anyone who never played. It starts with 28 strength and 25 vitality, gains twice the health per level of the magic classes and gets three health per vitality point. Its energy is not junk: it feeds the combo and the strength of its own buffs. The combo, by the way, is exclusive to this class and is unlocked by a quest at level 220.
Honest weak point: it is the class that depends the most on a good weapon. Without a decent weapon, the Dark Knight hits for less than a wizard with the starting staff.
Dark Wizard
Area magic damage from start to finish. 30 energy out of the gate, the highest in the game among the starting classes. Its energy is pure damage and mana, so every point pays twice. The price is fragility: it gains only one health per level, has the weakest defense from agility in the group and dies fast if something gets close.
It is the class that appreciates a party the most, though it does not need one to level: with area magic you clear a pack of monsters better than any physical class.
Fairy Elf
The only class that heals and strengthens the group. Damage comes from agility, which also pays defense and hit rate, so in theory it is the most point efficient class. In practice it is the hardest one to start alone, for three concrete reasons:
- Her attack speed is the worst in the game per point of agility: she needs fifty agility for each point of speed, against fifteen on the Dark Knight.
- The bow consumes arrows. You spend zen on ammunition from level one, and she is the only class with that fixed cost. The top end mastery weapons solve it with a quiver of infinite ammunition, but that is endgame.
- Her defense from agility is low, a tenth of the value, so even with a lot of agility she does not become a tank.
In exchange, the Elf is the most wanted class in a party in the whole game, and she gets the Infinity Arrow skill from a quest at level 220.
Summoner
A balanced starting spread with damage on energy, which here feeds two sources at once: magic and curse. It is the class of sustained damage and control, with a debuff kit no other class has. It starts in Elvenland, a calmer field than Lorencia.
Weak point: the same fragility as the wizard, with a kit that asks you to understand what each curse does. It is not a class you play on autopilot in the first levels.
Magic Gladiator
Sword and magic in the same character, 26 in every stat to start and 7 points per level. It has no second class: it evolves straight from the starting one into Duel Master, which shortens the quest trail. It is probably the easiest class to take to 400 without help.
Weak point: it requires a level 220 character on the account, so it is not a first day option. And having two damage paths is a trap for a beginner, because you have to pick one: strength for the sword or energy for the magic. Splitting the points hands you a character that is mediocre at both.
Dark Lord
The only class with the command stat, and the only one that multiplies the whole group. It starts with 25 command, which pays the raven damage, the class own damage and the party abilities. It gains 7 points per level and 1.5 health per level, so it is tough without going overboard on vitality. It has a mount and a raven, which are free damage and mobility.
Weak point: it is the class that most wants company, and the one that most depends on specific items (the horse and the raven) to deliver what it promises. Requires level 250 on the account.
Rage Fighter
The exception to the server stat law. While on every class vitality only gives health, on the Rage Fighter it is the main source of melee damage. That means the points that give damage are the same ones that give health and shield: he is the hardest character to kill per unit of investment. He starts with 32 strength, the highest in the game, and has the best attack speed per point of agility of all classes.
Weak point: strength barely scales on him, even though the claws demand it, and his area skill scales with agility, not vitality. It is a class with two different sets of math running at once, which is confusing when you put a build together. Requires level 150 on the account.
Quick pick
- Dark Knight. High health, damage on the most obvious stat, dies rarely and forgives a bad point spread.
- If you want something magical, Dark Wizard: kills fast, dies fast, and teaches you to play paying attention.
- Summoner, if you want a kit that is different from the usual.
- Fairy Elf, if you play in a group and want to be fought over in parties.
- Once you have a character at 150, Rage Fighter is the most distinct experience this server offers.
- Magic Gladiator at 220, for the 7 points per level and the shorter quest trail.
- Dark Lord at 250, if you always play with the same people.